#version 450 /* Copyright (c) 2024, Sascha Willems * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ layout (binding = 1) uniform sampler2D samplerEnvMap; layout (location = 0) in vec2 inUV; layout (location = 1) in vec3 inPos; layout (location = 2) in vec3 inNormal; layout (location = 3) in vec3 inViewVec; layout (location = 4) in vec3 inLightVec; layout (location = 0) out vec4 outColor; layout(push_constant) uniform Push_Constants { vec4 offset; vec4 color; int object_type; } push_constants; void main() { vec4 color; switch (push_constants.object_type) { case 0: // Skysphere { color = texture(samplerEnvMap, vec2(inUV.s, 1.0 - inUV.t)); } break; case 1: // Phong shaded objects { vec3 ambient = push_constants.color.rgb * vec3(0.5); vec3 N = normalize(inNormal); vec3 L = normalize(inLightVec); vec3 V = normalize(inViewVec); vec3 R = reflect(-L, N); vec3 diffuse = max(dot(N, L), 0.0) * push_constants.color.rgb; vec3 specular = vec3(pow(max(dot(R, V), 0.0), 8.0)); color = vec4(ambient + diffuse + specular, 1.0); } break; } outColor = vec4(color.rgb, 1.0); }